Class for importing GameplayTags directly from a config file. FGameplayTagsEditorModule::StartupModule adds this class to the Project Settings menu to be edited. Editing this in Project Settings will output changes to Config/DefaultGameplayTags.ini. Primary advantages of this approach are: -Adding new tags doesn't require checking out external and editing file (CSV or xls) then reimporting. -New tags are mergeable since .ini are text and non exclusive checkout. To do: -Better support could be added for adding new tags. We could match existing tags and autocomplete subtags as the user types (e.g, autocomplete 'Damage.Physical' as the user is adding a 'Damage.Physical.Slash' tag).
Member | Type | Offset | Share |
---|---|---|---|
ImportTagsFromConfig
If true, will import tags from ini files in the config/tags folder |
bool | 0x48 | |
WarnOnInvalidTags
If true, will give load warnings when reading in saved tag references that are not in the dictionary |
bool | 0x49 | |
FastReplication
If true, will replicate gameplay tags by index instead of name. |
bool | 0x4a | |
InvalidTagCharacters
These characters cannot be used in gameplay tags, in addition to special ones like newline |
FString | 0x50 | |
CategoryRemapping
Category remapping. |
TArray<FGameplayTagCategoryRemap> | 0x60 | |
GameplayTagTableList
List of data tables to load tags from |
TArray<FSoftObjectPath> | 0x70 | |
GameplayTagRedirects
List of active tag redirects |
TArray<FGameplayTagRedirect> | 0x80 | |
CommonlyReplicatedTags
List of most frequently replicated tags |
TArray<FName> | 0x90 | |
NumBitsForContainerSize
Numbers of bits to use for replicating container size, set this based on how large your containers tend to be |
int32_t | 0xa0 | |
NetIndexFirstBitSegment
The length in bits of the first segment when net serializing tags. |
int32_t | 0xa4 | |
RestrictedConfigFiles
A list of .ini files used to store restricted gameplay tags. |
TArray<FRestrictedConfigInfo> | 0xa8 |